U.S. patent number 9,120,017 [Application Number 13/368,848] was granted by the patent office on 2015-09-01 for arrangement for building and operating human-computation and other games.
This patent grant is currently assigned to MICROSOFT TECHNOLOGY LICENSING, LLC. The grantee listed for this patent is David M. Chickering, Edith Law, Anton Mityagin. Invention is credited to David M. Chickering, Edith Law, Anton Mityagin.
United States Patent |
9,120,017 |
Chickering , et al. |
September 1, 2015 |
Arrangement for building and operating human-computation and other
games
Abstract
A game description language is provided for human computation
games, as well as a game platform or generator component that can
generate the code base for the game. The game description language
and schema framework can be used to represent the game logic and
synchronization patterns of a human computation game. The automated
code generation tool takes a file, e.g., a file made from the above
game description language, or the like, as an input and generates a
code base for the corresponding human computation game. These tools
allow a prototype of a human computation game to be generated
within minutes.
Inventors: |
Chickering; David M. (Bellevue,
WA), Law; Edith (Pittsburgh, PA), Mityagin; Anton
(Woodinville, WA) |
Applicant: |
Name |
City |
State |
Country |
Type |
Chickering; David M.
Law; Edith
Mityagin; Anton |
Bellevue
Pittsburgh
Woodinville |
WA
PA
WA |
US
US
US |
|
|
Assignee: |
MICROSOFT TECHNOLOGY LICENSING,
LLC (Redmond, WA)
|
Family
ID: |
42319463 |
Appl.
No.: |
13/368,848 |
Filed: |
February 8, 2012 |
Prior Publication Data
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Document
Identifier |
Publication Date |
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US 20120135809 A1 |
May 31, 2012 |
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Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
Issue Date |
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12351564 |
Jan 9, 2009 |
8137201 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F
13/60 (20140902); A63F 13/10 (20130101); G06F
40/221 (20200101); A63F 2300/6009 (20130101) |
Current International
Class: |
G06F
17/00 (20060101); A63F 13/40 (20140101) |
Field of
Search: |
;715/237 ;463/42 |
References Cited
[Referenced By]
U.S. Patent Documents
Other References
Rhalibi et al., 3D Java Web-Based Games Development and Deployment,
IEEE 2009, pp. 1-7. cited by examiner .
Ravid et al., Multiplayer, Internet and Java-based Simulation
Games: Learning and Research in Implementing a Computerized Version
of the "Beer-Distribution Supply Chain Game", Google 2000, pp. 1-6.
cited by examiner.
|
Primary Examiner: Huynh; Cong-Lac
Attorney, Agent or Firm: Spellman; Steven Ross; Jim Minhas;
Micky
Parent Case Text
CROSS REFERENCE TO RELATED APPLICATIONS
This application is a divisional application of U.S. patent
application Ser. No. 12/351,564, which was filed on Jan. 9, 2009
and is now allowed, the entire disclosure of which is hereby
incorporated by reference.
Claims
The invention claimed is:
1. A method of constructing human computation web-based games,
comprising: creating a markup language schema that includes a game
states element that describes the states and synchronization points
of a multi-player game and that specifies a game state machine, the
game state machine including a set of game states that each
correspond to a union of all players' states and to a set of events
that causes transitions between game states, the game states
machine being usable to synchronize players' actions; analyzing the
created markup language schema; and generating code based on
results of the analyzing.
2. The method of claim 1, wherein the schema includes a bot element
that is employable as an opponent against a human player in a human
computation game.
3. The method of claim 1, in which the markup language schema
further includes a game element, the game element including a
number of players element, a game time element, a player states
element, and the game states element.
4. The method of claim 3, in which the game element further
includes a database element.
5. The method of claim 3, in which the player states element
includes a set of player states and a set of transitions between
player states.
6. The method of claim 1, in which the game states element includes
a set of game states representing different phases of the game and
a set of events that cause transitions between game states.
7. The method of claim 6, in which each different phase corresponds
to a union of all players' states allowed in the phase.
8. The method of claim 1, in which the markup language is
implemented in XML.
9. A system for constructing human computation web-based games, the
system comprising a memory device and one or more processors to
execute instructions stored in the memory device to: create a
markup language schema that includes a game states element that
describes the states and synchronization points of a multi-player
game and that specifies a game state machine, the game state
machine including a set of game states that each correspond to a
union of all players' states and to a set of events that causes
transitions between game states, the game states machine being
usable to synchronize players' actions; analyze the created markup
language schema; and generate code based on a result of analysis of
the created markup language schema.
10. The system of claim 9, wherein the schema includes a bot
element that is employable as an opponent against a human player in
a human computation game.
11. The system of claim 9, wherein the markup language schema
further includes a game element, the game element including a
number of players element, a game time element, a player states
element, and the game states element.
12. The system of claim 11, wherein the game element further
includes a database element.
13. The system of claim 11, wherein the player states element
includes a set of player states and a set of transitions between
player states.
14. The system of claim 9, wherein the game states element includes
a set of game states representing different phases of the game and
a set of events that cause transitions between game states.
15. The system of claim 14, wherein each different phase
corresponds to a union of all players' states allowed in the
phase.
16. The system of claim 9, wherein the markup language is
implementable in XML.
Description
BACKGROUND
Many web-search systems require human-labeled data. One
human-labeling task used to build web-search systems has people
judge the relative relevance of web pages for a particular search
query. The resulting data allows a wide variety of machine-learning
algorithms to be applied to construct ranking systems for search.
Other human-labeling tasks relevant to building web-search systems
include labeling web pages for spam content, labeling the intent of
search queries, labeling whether a particular search query is
relevant to a certain domain, e.g. entertainment or medicine, and
labeling entities in a query or web page, e.g., noting that a word
corresponds to a particular actor or product.
System designers often collect human-labeled data either by hiring
professionals to manually label the data or through more indirect
methods such as collecting click logs or examining the search
history from users' browsers. As an example of the last approach,
Google.RTM., Microsoft.RTM., and Yahoo!.RTM. all provide search
toolbars that record users' clicks and page visits. Although this
approach yields a large amount of data, the data is often not
easily applicable to the system-building task at hand. Hiring
professionals, on the other hand, can be time consuming and
costly.
Human-computation games engage players in an enjoyable activity
where the players are simultaneously performing a useful
data-labeling task. After incurring the initial
software-development costs, such data-collection methods result in
essentially free human-supplied labels, and a popular web game can
generate data very quickly.
The first human-computation game to gain wide-spread popularity was
the ESP Game, in which two players are shown the same image and are
asked to type descriptions for that image. Several years since its
deployment, the game is still being played, generating tags for
images on a daily basis. Since then, many human computation games
have been developed to collect data about music, images, and for
extracting facts and knowledge to power the semantic web.
Human-computation games often use partner agreement to ensure data
quality; for example, if two strangers playing the ESP game provide
the same description to an image, it is likely that the description
is a good one. In order to take advantage of partner agreement, a
human-computation game generally requires multiple players, which
in turn requires synchronization and online communication between
the players. This requirement inherently means that such games
employ a complex server-client infrastructure where the game server
keeps track of the states of all simultaneous games and frequently
interacts with all active player clients. Thus, developing
human-computation games is time-consuming, with typical development
times in the order of months.
Another important feature of a human-computation game is that the
game be fun and engaging. It is often difficult, however, to
ascertain whether the game is fun or how users will behave until
the game is deployed and tested by users. As a result, fast
prototyping is important. If prototypes can be created in a matter
of minutes or hours, overall development time can be greatly
shortened and a tighter, more informative feedback loop in the game
research process will ensue.
Finally, it is noted that many human-computation games share
several commonalities, especially with respect to generalizable
game mechanisms and the need for player synchronization.
This Background is provided to introduce a brief context for the
Summary and Detailed Description that follow. This Background is
not intended to be an aid in determining the scope of the claimed
subject matter nor be viewed as limiting the claimed subject matter
to implementations that solve any or all of the disadvantages or
problems presented above.
SUMMARY
Arrangements are described for fast prototyping of
human-computation games. The arrangements include two components--a
game description language and schema framework that can be used to
represent the game logic and synchronization patterns of a human
computation game, and an automated code generation tool which takes
a file, e.g., a file made from the above game description language,
or the like, as an input and generates a code base for the
corresponding human computation game. Together, these tools allow a
prototype of a human computation game to be generated within
minutes. To illustrate the applicability of the arrangement, four
examples of prototype games are described that were created using
the framework, these prototype games particularly applicable to
collect data for various search applications. The description
language is general, but may be particularly beneficial for
web-based human-computation games, and the same addresses many
issues faced by these games. These issues include database support,
bots and synchronization of player states during the game.
The game description language is described in the context of an
XML-based language, here termed "HCXML". The generator component is
termed "HCGen". It should be noted that the language need not be
XML-based, and HCGen may take any suitable language as an
input.
This Summary is provided to introduce a selection of concepts in a
simplified form. The concepts are further described in the Detailed
Description section. Elements or steps other than those described
in this Summary are possible, and no element or step is necessarily
required. This Summary is not intended to identify key features or
essential features of the claimed subject matter, nor is it
intended for use as an aid in determining the scope of the claimed
subject matter. The claimed subject matter is not limited to
implementations that solve any or all disadvantages noted in any
part of this disclosure.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 illustrates aspects of a markup language schema that may be
employed in an arrangement for building human computation
games.
FIG. 2 illustrates steps in the arrangement for building human
computation games.
FIG. 3 illustrates a network layout that may be employed in the
arrangement for building human computation games.
FIG. 4 illustrates a usage scenario in the arrangement for building
human computation games.
FIG. 5 illustrates a schema that may be employed in the arrangement
for building human computation games.
FIGS. 6(A)-(E) illustrate a partial set of exemplary screenshots,
e.g., player states or stages of play, that may be encountered by a
user playing a human computation game, in this case an "ESP" game,
built by the arrangement.
FIG. 7 illustrates an exemplary player state diagram that may be
employed in the arrangement for building human computation
games.
FIG. 8 illustrates an exemplary players state representation that
may be employed in the schema for the arrangement for building
human computation games.
FIG. 9 illustrates an exemplary game states diagram that may be
employed in the arrangement for building human computation
games.
FIG. 10 illustrates an exemplary game states representation that
may be employed in the schema for the arrangement for building
human computation games.
FIGS. 11(A)-(C) illustrate an exemplary code base generated by a
generator module. FIG. 11(A) is a solution in Visual Studio.RTM.;
FIG. 11(B) shows autogenerated player and game states; and FIG.
11(C) shows a custom folder and its contents.
FIGS. 12(A)-(C) illustrate exemplary database tables for queries
(A), rounds (B), and recordings (C).
FIGS. 13(A)-(B) illustrate another partial set of exemplary
screenshots, e.g., player states, that may be encountered by a user
playing a human computation game. These screenshots indicate
interface templates that may be provided by the generated game
engine code. FIG. 13(A) shows a `welcome` page, while FIG. 13(B)
shows a score, timer, and debug panel.
FIG. 14 illustrates another exemplary screenshot for a human
computation game, this game for classifying the intentions of
queries.
FIG. 15 illustrates another exemplary screenshot for a human
computation game, this game for a reverse web search.
FIG. 16 illustrates another exemplary screenshot for a human
computation game, this game also for a reverse web search.
FIG. 17 illustrates another exemplary screenshot for a human
computation game, this game a trading game for category or entity
extraction in a search query.
FIG. 18 is a simplified functional block diagram of an exemplary
configuration of an operating environment in which the arrangement
for building human computation games may be implemented or
used.
Corresponding reference characters indicate corresponding parts
throughout the drawings.
DETAILED DESCRIPTION
Arrangements are provided for building human computation games in a
rapid and convenient manner. The arrangements employ commonalities
among human computation games that are captured in two
components--a schema framework and language (HCXML) and a code
generation tool (HCGen).
Referring to FIG. 1, aspects of a markup language schema 20 are
illustrated, the schema 20 for building human computation games.
The schema includes a game element 22 that further includes a game
states element 24 and a player states element 38. The game states
element 24 specifies a game states machine 24' and further includes
a states element 26, a synchronization points module 28, and a
transition events module 32. The player states element 38 specifies
a player states machine 38' and further includes an element 42
corresponding to a set of player states and an element 44
corresponding to a set of transitions between player states.
The player state machine 38' includes a set of player states, each
of which generally corresponds to a user-interface screen that
players encounter during a game. The player state machine 38' also
includes a set of events that cause transitions between player
states, each of which generally corresponds to a change in the
user-interface screen.
The game finite-state machine 24' includes a set of game states,
each of which corresponds to a union of all players' states, as
well as a set of events that causes transitions between game
states. The game-state machine 24' is a useful mechanism for
synchronizing players' actions.
The game element 22 may also include other elements, such as a game
time element 36, a database element 46, and a `number of players`
element 34. The schema may include a bot element 48, which may be
employed to, e.g., act as an opponent against a human player in a
human computation game, if such additional player is needed. Other
details of these elements will be described in greater detail
below.
FIG. 2 illustrates steps in an arrangement for generating code for
a human computation game from a schema 20 such as that described
above. A first step is to analyze the created markup language
schema (step 52). A next step is to generate code from the schema
(step 50). In so doing, a name of an individual class is generated
for each state described in the schema (step 56). In some cases, a
database element is detected, and in these cases a set of tables
and code for reading from and writing to the tables are also
generated (step 54). It is noted that not all cases employ
databases, and thus this is an optional step and is shown in dotted
lines.
FIG. 3 illustrates a network layout 30 that may be employed in the
arrangement for building human computation games. A back-end server
58 houses, among other modules, a game states module 64 and an
optional database 62. The back-end server 58 may be the same as the
game server, on which, e.g., a game engine resides, or may be a
separate server. The back-end server 58 communicates with a
plurality of clients 66.sub.1-66.sub.3, with corresponding
front-end components 68.sub.1-68.sub.3. Of course, in a given
arrangement, any number of clients may be employed.
The back end server 58 may run on a central server and generally
keeps track of all simultaneous games, as well as communicating
with all instances of the front end components 68.sub.1-68.sub.3.
The front-end component is a user interface component that runs in
the client web browser, rendering the user interface, responding to
player actions, and communicating with the game server and/or back
end server 58.
A usage scenario of the arrangement is illustrated in FIG. 4.
First, a researcher develops an idea for a game that will collect
data that is useful for his or her particular problem (step 122).
Based on this idea, the researcher describes the game logic (step
124) using a meta-language of game states, which are roughly
equivalent to game screens, as well as state transitions, which
represent game actions. A game state diagram is developed that
describes the logic of the game and can be represented (step 126)
using, e.g., XML in an HCXML file. Next, the game-generation tool
takes the HCXML file as input and generates the code base (step
128) for the human-computation game. Finally, the researcher
completes development of the game by implementing the user
interface.
It is generally important to synchronize actions of multiple
simultaneous players participating in the game. This issue may be
particularly challenging because most programming languages for
implementing game user interfaces in client browsers, e.g., Flash,
Silverlight and AJAX, only offer uni-directional communication with
the game server. The present arrangement, by contrast, presents a
general way to specify the logic of a game by means of game states
and transitions and which in many cases employ multi-directional
communication.
FIG. 5 illustrates a schema 130 of the HCXML format. The main game
element 134 includes five parameters: number_of_players 134a,
game_time 134b, database 134c, player_states 134d, and game_states
134e.
The number_of_players element 134a specifies the number of players
for each game. The game_time element 134b specifies the amount of
time before the game is over. From this specification, code may be
automatically generated to dispatch a GameEvent_TimeOut when the
game timer runs out, the code also causing a transition to an
appropriate state.
The database element 136 with reference 134c is optional and
includes the dataSource, dbUserID, and dbUserPassword fields. Upon
detecting this element, the generator component may generate a set
of generic tables, discussed below, and may further automatically
generate code for reading from and writing to these tables during
the game. Users may also customize their own database
functionalities. For example, they may decide to read and write
from a text file or other sort of file instead.
Finally, the schema format captures the game logic by means of the
two state machines, the player finite state machine 38' and a game
finite state machine 24' (see FIG. 1), which are specified in a
player_states element 142 and in a game_states element 138. This
state-machine representation is also scalable, i.e. the schema is
capable of generating many types of human-computation games with an
arbitrary number of players.
Reviewing the schema in FIG. 5, the player-state machine 38' and
the game-state machine 24' include a set of states 146 and 144,
respectively, each with an id 146' and 144', respectively, that
will become a name of an individual class in the auto-generated
code. Each state can contain a number of transitions 146'' and
144'', each transition signaling a user interface change. A
transition (element 148) is triggered by an event of a certain
eventType 148', which when executed, results in a state change to
the target state.
There are in general three event types: (a) InterfaceEvent 131a,
which originates from the front end component 68.sub.i; (b)
GameEvent 131b, which originates from the game-state machine or
anywhere else in the back-end server 58; and (c)
ConditionCheckerEvent 31c, which originates from the game state
machine 24', and is triggered when a certain condition is met.
ConditionCheckerEvent 131c may play a role in the automatic
synchronization of player states in the game state machine 24'.
When a player performs an action on the front-end component
68.sub.i, an InterfaceEvent 131a is sent to the back end server 58.
In turn, the back-end server 58 uses the player state machine 38'
to determine which transition to apply. Finally, the back end
server 58 informs the front-end component 68.sub.i of player state
changes. The front-end component 68.sub.i then renders the
corresponding user interface change on the player's screen.
Additionally, the game state machine 24' uses condition checking to
enforce synchronization between the players. Immediately after each
player's action, a condition check is performed to determine if a
combination of players' states satisfies a pre-specified condition.
If the condition is satisfied, a ConditionCheckerEvent is fired to
transition to the target game state.
The schema may specify how the condition is checked. For example, a
set of auto-generated boolean functions may be employed, each of
which takes a set of player states as an input and outputs true or
false depending on whether the particular combination of player
states satisfies a state-transition condition. These boolean
functions can be specified directly in the HCXML file.
For example, X may be a particular player state id. The boolean
functions check if all (all=X), at least n
(atleast.sub.--[0-9]+=X), at most n (atmost.sub.--[0-9]+=X), or
exactly n (exactly.sub.--[0-9]+=X) player states match a particular
player state id. Users also have the option of specifying their own
custom (custom=X) boolean function for detecting a more complicated
condition.
When a condition is met and the target game state is reached, all
players are synchronized to the player states associated with that
target game state. The HCXML format may specify how this
synchronization happens. Each game state may have an on Enter
attribute that specifies what player state to transition to for
each player. If X is the particular player state id, the game state
machine can send an event to all players (sendevent_all=X) to
transition to state X. Alternatively, for the case of asymmetric
games, the game state machine may transition players to a different
state depending on their current role in the game. This may be
performed by specifying sendevent_explicit=Y in the on Enter
attribute, where Y is a semi-colon separated list of player state
identifiers.
To illustrate how to represent a game using HCXML, a standard game
of ESP is employed as a running example. To implement games in
other languages, an analogous sequence of steps may be performed. A
first step is to diagram a sequence of screens players encounter
during the game.
Referring to FIG. 6(A), a player may initially view a welcome
screen 182, which may provide instructions 183, an exemplary image
185, a guess field 187, and a top score link 191. At this point,
the player is unconnected with any partners. The player clicks a
play button 189 to start the game. Upon clicking the play button
189, the player is shown a message notifying him or her that the
system is connecting with one or more partners (screen 184 of FIG.
6(B)).
Referring to FIG. 6(C), after connecting with a partner, and in
each round in the game, the player is presented with an image 197
on a screen 186 and can type any keywords that describe that image
in a field 201. A timer 195 can be provided as well as a score
display 193. A display 199 may be provided to allow the player to
view their prior guesses. A submit button 203 is employed to enter
a guess, while a pass button 205 is employed if the player wishes
to move to the next image.
When both players match on any of their keywords, e.g., word
"XXXXX" in FIG. 6(D), the round completes and the players are shown
the round result 207. After being given a sufficient amount of time
to review the round result, the players move to the next round.
When the game time expires, the players may be shown a recap of the
game. Referring to FIG. 6(E), the recap may include a score for a
round 209, an overall score 215, and an associated level 217. The
player may also view options such as their best score in the game
221, the number of points needed to reach the next level 223, their
total number of points 225, and the points needed to reach the
score of the top player of the day 227. A link to chat
functionality 213 may be provided, and players may be allowed to
play again by clicking a play button 219.
This user scenario can be represented by the player state diagram
140 of FIG. 7, where the rectangles represent player states and
associated with the arrows are events that cause transitions
between player states. A first player state is when all players are
unconnected (state 152). Upon the event InterfaceEvent_ClickPlay,
players connect to each other and to the back-end server (state
154). A next transition is when the players review an image,
indicated by GameEvent_ProceedToReviewingImage, and the
corresponding player state is ReviewingImage (state 156).
Upon a transition where the players provide the same tag or keyword
to an image, the state transitions using
GameEvent_ProceedToReviewRoundResult, with an ensuing
post-transition state ReviewRoundResult (state 158). Depending on
user input, the system may transition to GameOver (state 164) or to
a state of WaitingToProceed (state 162), which then continues to
the ReviewingImage state (state 156).
The corresponding HCXML file is shown in FIG. 8. Generally, the
schema may provide support for specifying the user interface
components that are associated with each player state. Each player
state is associated with a display attribute, which specifies a
user interface component. Where Silverlight is employed, the same
specifies which Silverlight panel is associated with each display
attribute, e.g., PreGamePanel, GamePanel or PostGamePanel. The
front-end component 68; (see FIG. 3), in turn, may provide a
mechanism for updating the correct interface panel depending on the
current player state.
In the case of the ESP game, the PreGamePanel associated with the
ClickPlay InterfaceEvent is illustrated by section 178 of the file
150. The PreGamePanel associated with the Connecting state is
illustrated by section 176. The GamePanel associated with the
ReviewingImage state is illustrated by section 174. The GamePanel
associated with the ReviewRoundResult state is illustrated by
section 172. The GamePanel associated with the WaitingToProceed
state is illustrated by section 168, and the PostGamePanel
associated with the GameOver state is illustrated by section
166.
The game-state diagram of the ESP game is shown in FIG. 9, and the
game's HCXML representation is shown in FIG. 10. There are several
synchronization points in the ESP game that are specified in the
game-state diagram 170 of FIG. 9. Each state in the game state
machine is a synchronization point for players. For example, the
first synchronization point occurs when all players have clicked
the play button (state 194) and the game automatically moves all
players to the first round of the game. In the finite state machine
language, this is equivalent to the condition that all players are
in the Connecting state, at which point the game state machine
transitions to the RoundStart game state (state 196). Upon entering
that state, all player states are transitioned to Playing, which,
on the front-end component 68.sub.i, corresponds to a new round of
the game. Upon all players choosing a common keyword
(ConditionCheckerEvent_TagMatched), a transition is made to the
RoundEnd state (state 198). At this point the game may finish by
transitioning to End (state 202) or by players giving an indication
that they desire to play again (e.g., the condition
ConditionCheckerEvent_AllPlayersReady is met), at which point the
flow may begin again at the RoundStart state (state 196).
The game state's HCXML representation 180 is shown in FIG. 10,
which includes the states mentioned in FIG. 9, i.e., the matching
state (section 212), the RoundStart state (section 208), the
RoundEnd state (section 206), and the End state (section 204).
FIGS. 11(A)-(C) illustrate the result of the game-generation tool.
In particular, referring to FIG. 11(A), given the HCXML file, the
human-computation game-generation tool generates a working code
base for the corresponding game. Upon running the game generation
tool, a solution 214, e.g., in Visual Studio, may be created
automatically, containing a back end project 215, e.g., in C#, a
front end project 217, e.g., in Silverlight, and a website 231.
These projects may be readily compilable and runnable.
The generator component may be robust to changes in the HCXML file.
If there are changes to the HCXML file and the game-engine code
requires regeneration, the generator component may only modify the
auto-generated code, leaving any custom code that the user has
already written intact. The generator component may follow two
additional design principles: generality and modularity. In this
way, the game engine is designed to be able to represent most or
all classes of human-computation games. Code that can be shared
across all games, e.g., database access, bot support, and partner
matching, is automatically generated. Any game-specific elements,
such as game states, player states, events, specific database and
game information, may be generated from what is specified in the
HCXML file.
The game-engine code is designed to be modular. Referring to FIG.
11(B), each game state and player state specified in the HCXML file
becomes a separate class in the game engine. These may be seen by
the classes listed in the game states folder 219 and in the player
states folder 221. The generated code for the player states and
game states (221 and 219, respectively) handles transitions
automatically, allowing users to concentrate only on the custom
code for processing a particular event. Provision is made for bot
elements in the autogenerated code (element 223), as well for the
database described above and below (element 225).
Referring to FIGS. 11(B) and 11(C), another feature of the
game-generation tool is that code 216 that is autogenerated is
separated into a different folder than code 218 that is
customizable by a user. In this way, the user of the arrangement
may then only modify code within the custom folder and inside code
stubs that are already pre-generated using the game engine. The
custom code 218 may also include game states 227 and player states
229 that are game specific and are modifiable by the user.
Referring to FIG. 12(A)-(C), the game generation tool provides
database support. Upon specifying a database, e.g., a name, a user
name and a password, in the HCXML file, the game generation tool
may automatically create at least three tables in that
database--queries 222, rounds 224, and recordings 226.
The queries table 222 contains the queries to be served to the
players during each round of the game. These queries can be names
of images, questions, music file names, etc. Each query may be
associated with a difficulty level. The game engine code may
provide mechanisms for balancing the difficulty level during the
game, so that the game may be consistently challenging to the
player.
The recordings table 226 is where any player actions during the
game are recorded. The field action_type is the name of the
InterfaceEvent sent by the player while performing an action on the
front-end component, whereas the field action_value can contain
information specific to that event. For example, if the event is to
provide a keyword or tag for an image, i.e.,
InterfaceEvent_TagImage, then the action_value might be the tag
that the player typed for that image. The field time_elapsed is the
number of seconds that have passed since the beginning of the
current round at which time the action is performed.
The generator component may provide a simple bot as part of the
autogenerated code base (see, e.g., element 223 of FIG. 11(B)). The
bot may retrieve a previously-recorded round and the associated
player actions in that round, and replays those actions in the game
in place of a human player. It is noted that a simple "replay bot"
may not be appropriate for all games, but a significant number of
existing games can leverage this functionality. If a player has
waited to be matched for a time period exceeding a pre-specified
threshold, the game engine may automatically match him with a bot.
Users can decide whether to record a round or not by modifying a
provided function within the game engine code. For example, the
designer might choose to not record bot rounds, rounds that are
incomplete, or rounds where players have entered inappropriate
words.
Referring to FIGS. 13(A) and 13(B), the front end project of the
game engine may provide a set of general user interface templates,
e.g., template 228, which may be immediately functional and easily
customizable. The template may generally provide a play button 229
to allow access to the game. As shown in panel 232 in FIG. 13(B), a
score display 233 and a time display 235 may be provided, as well
as a debug panel 287, so that the current state of the game, as it
is executing, can be monitored.
Each interface component may be, e.g., a Silverlight user control
including (1) a file, e.g., an MXML file, that controls the
interface look-and-feel and (2) a file, e.g., a C# file, that
controls the interface logic. The interface may then be easily
customizable by modifying the MXML file in its raw format or by a
separate application, e.g., the well-integrated Expression
Studio.RTM. plugin that is provided within Visual Studio.RTM..
Human-computation games can be built to collect useful labeled data
for a wide variety of problems, especially in the area of
searching. Four examples (FIGS. 14-17) are now provided, as well as
the games that have been built using the arrangements described
above.
Example 1
There has been a substantial amount of work in the area of
attempting to classify the intent of a query. For example, a query
about a movie title may pertain to the movie show time, the movie
DVD, a movie rental, a review, and the like. These may all be about
the movie, but the user intention may be quite different. Knowing
the intention of the user enables using a vertical search engine
that can give the search query special treatment. Certain of the
games designed build a query-intention classifier, and the game
thus generates the appropriate human-labeled data.
Referring to FIG. 14, a prototype game was built for collecting
data that provides information about which search queries are
associated with which intentions. In particular, the game presents
players with a given intention, and elicits different ways a user
might enter search queries to find answers to fulfill this
intention. For example, the intention might be to purchase an
inexpensive camera from a given manufacturer. The search queries
might concern inexpensive cameras from that manufacturer, the
camera model, or the like. For each intention, the game collects a
set of associated search queries. From this data, one can
extrapolate keywords or grammatical structures that are associated
with different intentions.
One version of this game, illustrated by an interface 234, involves
two players, where each player is given the description 247 of an
intention, and the player's goal is to determine whether his
partner has been given the same intention or a different intention.
The players enter any number of search queries in a field 249 (with
submit button 251) that potentially retrieve answers for their
intended question. The player retrieves search results 245 and
their partner retrieves search results 245'. Upon seeing each
other's search results, the players decide whether they are given
the same intention or different intentions, and indicate their
decision using button 241 or button 243. In this way, the game
transforms the original input of the user, a search query, into a
different form (a set of search results), essentially preventing
direct communication between the players. The prevention of direct
communication means that players must discriminate between two sets
of complex outputs, in this case search results, instead of more
simplistic outputs, such as tags that are typed by the players.
This additional discrimination task can potentially make the game
more challenging and enjoyable. The player's score may be displayed
in field 237 and a count-down timer 239 may also be provided.
Example 2
Another important problem in the field of search is to find
alternate ways to reformulate a particular search query. The
availability of this data allows search engines to suggest
reformulations for search queries as well as to expand the search
results to include all possible reformulations, given a search
query.
Referring to FIG. 15, a game interface 236 is illustrated for a
game called "PageRace". PageRace is a game where two players are
shown the same webpage 253 and are asked to enter a search query in
a field 261 where the top search results contain the URL for that
webpage. The player's search results for their query are shown in a
window 267, while their partner's search results are shown by
window 269. The player can test their guesses entered in field 261
by clicking a search button 263, or can move to the next web page
by clicking a pass button 265. A timer display 257 may be provided,
as well as a score display 259. The game is a race between two
players, i.e. the person who accomplishes this task faster wins the
round.
Example 3
Similar to the Intentions game, and as shown by the display 244
illustrated in FIG. 16, PageMatch is a game where two players are
either shown the same webpage 271 or different webpages. In a
window 274, the players enter search queries in a field 283, and by
clicking a search button 285, that can potentially retrieve the
page they are viewing. The player views their own search results in
window 246 and their partner's results in window 248. Upon viewing
each other's search results, the players decide whether they are
given the same webpage, indicated by clicking button 279, or
different webpages, indicated by clicking button 281. A timer
display 275 may be provided, as well as a score display 277.
As an example of the usefulness of HCXML and HCGen, with developers
familiar with the schema and generator component, the building of
PageRace and PageMatch took roughly one day. This is in stark
contrast to the amount of time it generally takes to make a fully
functioning prototype game.
Example 4
Besides the intention of a query, the arrangement also provides a
way to predict labels for the individual tokens in a query. For
example, given a query such as "cameras of a given model from a
given manufacturer that fit into a pocket", certain parameters may
be useful to know for performing a search, such as which term is
the brand name, which is the model name, which is the product type,
and that "fits into a pocket" is a product feature. Knowing such
information allows the search engine to pinpoint more specifically
relevant pages that may be of interest to users.
Labeling entities in text is normally an onerous task. Yet, such
data may be valuable for search functionality as well as for
natural language processing research. Using the arrangement, a
trading game was built for extracting entities from search queries.
This game is illustrated by the game interface 252 displayed in
FIG. 17. A query 274 is provided, and each of two players receives
a set of term cards 254.
The game involves two players. The player's task is to trade term
cards with his partner until his goal, i.e., the search query, is
satisfied. By spinning the wheel 258, an entity is chosen, which a
player can accept (button 276) or reject (button 278). The players
may drag-and-drop term cards 254, in which card 256 is an example,
to placement locations 264, 266, and 268, the term cards chosen by
the player and corresponding to the chosen entity. A provision may
be made for betting on the likelihood of the accuracy of the chosen
term card. Bets may be taken from a store 258 and placed in a
betting location 272. Bets may be finalized by clicking on submit
button 262. A timer display 289 may be provided, as well as a score
display 291.
The game is a particularly complex human-computation game, both in
terms of the rich interactivity on the front end (e.g. spinning a
wheel, dragging and dropping cards) and the number of game and
player states involved. Using the arrangement, however, all state
transitions are automated, allowing a focus on the user experience
and detailed game logic.
In summary, an arrangement for building human computations games,
e.g., a Human Computation Toolkit, was described. The arrangement
included a game description language and a game generation tool.
Four prototype games were described that were built using the
arrangement. The arrangements provide a way for human computation
games to be quickly prototyped and tested, enhancing the ability to
collect large amounts of labeled data within a short period of
time.
FIG. 18 is a block diagram of an exemplary configuration of an
operating environment 280 in which all or part of the arrangements
and/or methods shown and discussed in connection with the figures
may be implemented or used. For example, the operating environment
may be employed in either the game server, the back-end server 58,
or the front-end component 68; and the client systems 66.sub.i, or
in all of these. Operating environment 280 is generally indicative
of a wide variety of general-purpose or special-purpose computing
environments, and is not intended to suggest any limitation as to
the scope of use or functionality of the arrangements described
herein.
As shown, operating environment 280 includes processor 278,
computer-readable media 282, and computer-executable instructions
284. One or more internal buses 276 may be used to carry data,
addresses, control signals, and other information within, to, or
from operating environment 280 or elements thereof.
Processor 278, which may be a real or a virtual processor, controls
functions of the operating environment by executing
computer-executable instructions 284. The processor may execute
instructions at the assembly, compiled, or machine-level to perform
a particular process.
Computer-readable media 282 may represent any number and
combination of local or remote devices, in any form, now known or
later developed, capable of recording, storing, or transmitting
computer-readable data, such as computer-executable instructions
284 which may in turn include user interface functions 286 and game
element functions 288. In particular, the computer-readable media
282 may be, or may include, a semiconductor memory (such as a read
only memory ("ROM"), any type of programmable ROM ("PROM"), a
random access memory ("RAM"), or a flash memory, for example); a
magnetic storage device (such as a floppy disk drive, a hard disk
drive, a magnetic drum, a magnetic tape, or a magneto-optical
disk); an optical storage device (such as any type of compact disk
or digital versatile disk); a bubble memory; a cache memory; a core
memory; a holographic memory; a memory stick; a paper tape; a punch
card; or any combination thereof. The computer-readable media may
also include transmission media and data associated therewith.
Examples of transmission media/data include, but are not limited
to, data embodied in any form of wireline or wireless transmission,
such as packetized or non-packetized data carried by a modulated
carrier signal.
Computer-executable instructions 284 represent any signal
processing methods or stored instructions. Generally,
computer-executable instructions 284 are implemented as software
components according to well-known practices for component-based
software development, and are encoded in computer-readable media.
Computer programs may be combined or distributed in various ways.
Computer-executable instructions 284, however, are not limited to
implementation by any specific embodiments of computer programs,
and in other instances may be implemented by, or executed in,
hardware, software, firmware, or any combination thereof.
Input interface(s) 296 are any now-known or later-developed
physical or logical elements that facilitate receipt of input to
operating environment 280.
Output interface(s) 298 are any now-known or later-developed
physical or logical elements that facilitate provisioning of output
from operating environment 280.
Network interface(s) 302 represent one or more physical or logical
elements, such as connectivity devices or computer-executable
instructions, which enable communication between operating
environment 280 and external devices or services, via one or more
protocols or techniques. Such communication may be, but is not
necessarily, client-server type communication or peer-to-peer
communication. Information received at a given network interface
may traverse one or more layers of a communication protocol
stack.
Specialized hardware 304 represents any hardware or firmware that
implements functions of operating environment 280. Examples of
specialized hardware include encoders/decoders, decrypters,
application-specific integrated circuits, clocks, and the like.
The methods shown and described above may be implemented in one or
more general, multi-purpose, or single-purpose processors.
Functions/components described herein as being computer programs
are not limited to implementation by any specific embodiments of
computer programs. Rather, such functions/components are processes
that convey or transform data, and may generally be implemented by,
or executed in, hardware, software, firmware, or any combination
thereof.
It will be appreciated that particular configurations of the
operating environment may include fewer, more, or different
components or functions than those described. In addition,
functional components of the operating environment may be
implemented by one or more devices, which are co-located or
remotely located, in a variety of ways.
Although the subject matter herein has been described in language
specific to structural features and/or methodological acts, it is
also to be understood that the subject matter defined in the claims
is not necessarily limited to the specific features or acts
described above. Rather, the specific features and acts described
above are disclosed as example forms of implementing the
claims.
It will further be understood that when one element is indicated as
being responsive to another element, the elements may be directly
or indirectly coupled. Connections depicted herein may be logical
or physical in practice to achieve a coupling or communicative
interface between elements. Connections may be implemented, among
other ways, as inter-process communications among software
processes, or inter-machine communications among networked
computers. The word "exemplary" is used herein to mean serving as
an example, instance, or illustration. Any implementation or aspect
thereof described herein as "exemplary" is not necessarily to be
construed as preferred or advantageous over other implementations
or aspects thereof.
As it is understood that embodiments other than the specific
embodiments described above may be devised without departing from
the spirit and scope of the appended claims, it is intended that
the scope of the subject matter herein will be governed by the
following claims.
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